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Zero Suit Samus (PM)

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Revision as of 21:48, April 23, 2014 by Queen Noob (talk | contribs) (→‎Moveset: Move set finished. I'm sure you can guess what's missing by now.)
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Zero Suit Samus
in Project M and Project+
Zero Suit Samus SSBB.jpg
MetroidSymbol.svg
Universe Metroid
Base game appearance Brawl
Moveset inspiration Zero Suit Samus (SSBB)
ZeroSuitSamusHeadSSBB.png
Stub.png

Zero Suit Samus is a playable character in the Brawl mod Project M. She is the main protagonist from the Metroid series of games, though without her normal Power Suit. She was buffed between Brawl and PM, with many new tools given to her to aid in comboing opponents.

Attributes

Changes from Brawl to PM

  • Buff Her short hop is shorter, helping with movement, aerial approaches, and combos.
  • Buff With Project M's improved tether recovery mechanics and a more versatile Flip Jump, Zero Suit Samus's recovery is much more efficient in general.
  • Buff Her forward smash does 4% more damage, and is stronger and is a good KO option after a down smash. Hits foes behind her sends them above her, allowing to punish them with aerials.
  • Buff New down aerial does 7% more damage, now doing 12%, and is no longer a stall-then-fall, but a stomp that bounces her upwards upon connecting. It has overall much more utility than her previous down aerial, easily popping up foes for combos, and also useful for edgeguarding.
  • Buff Paralyzer can now be dash canceled.
  • Buff Plasma Whip now sends foes diagonally towards her, making it easier to start combos with the move.
  • Buff When using Flip Jump, pressing or holding the special button near opponents results in Zero Suit Samus footstooling and tripping them, aptly named a "flipstool", giving her a new option for tech-chasing.
  • Buff Her Final Smash was improved; its initiation now produces consecutive-hitting hitboxes that drag foes in, rather than wind. There is a strong hit comes as she becomes fully cloaked with increased knockback for a total of 43% damage.
  • Buff Jab combo is faster.
  • Buff Her new down special when used as an attack acts as her previous down air, except that it does much more damage, and a better KO move.
  • Buff Up smash does 5% more damage, now doing 17% total, however knockback has not changed.
  • Buff Up throw is a better combo starter at lower percents
  • Buff Back air sweetspot is slightly stronger KO move.
  • Buff Up tilt has more knockback.
  • Buff Dash attack does 2% more damage, now doing 9%.
  • Buff Foward tilt does 3% more damage, and has drastically increased knockback.
  • Buff Neutral air has faster start-up.
  • Buff Foward air connects much more smoothly especially at higher percents.
  • Nerf Plasma wire does 6% less damage on the ground, now doing 9%.
  • Nerf Neutral air is a slightly weaker KO move.
  • Nerf Foward air does 2% less damage, now doing 15% total.
  • Nerf Up throw does 2% less damage, now doing 8%.
  • Nerf Back air sourspot does 2% less damage, now doing 10%.
  • Nerf Opponents can now button mash out of paralysis-inducing moves, causing followups to be harder to perform against quick enough players.
  • Nerf Plasma Whip deals less damage and knockback, and is no longer a KO option.
  • Nerf On-screen appearance and transformation from Samus no longer produce Power Suit Pieces as items; these will always vanish when the animations are done, encouraging close-range combat.
  • Change Flip Jump has a new somersaulting animation, and its trajectory can be controlled rather than being directly diagonal; it gives less vertical distance, but can be angled for more horizontal distance.

Revisions

2.6b

  • Buff Hurtbox size around her chest decreased slightly.
  • Buff Dash attack knockback slightly increased.
  • Buff Up throw angle and knockback stats adjusted slightly to allow for more reward for getting a grab.
  • Buff Down throw angle and knockback stats adjusted slightly to allow for more reward for getting a grab.
  • Change Footstool knockback works like the other characters.
  • Change Plasma Wire now controllable in the air.

3.0

  • Buff Back air sweetspot is easier to land.
  • Nerf Flip Jump no longer has invincibility.
  • Change Down smash's knockback tweaked to always stun a grounded opponent.
  • Change Neutral air's whip is now unclankable.
  • Change Forward air's second hit trajectory lowered.
  • Change Paralyzer's fully charged blaster shot is now unclankable.
  • Change Plasma Wire's whip is now unclankable.
  • Change Reinstated transform during Final Smash.

Moveset

Up to date as of version 3.0.

Name Damage Description
Neutral attack 2% then 2% then 3% Palm strike, pistol whip, hip thrust.
Forward tilt 9% (forward or up) 12% (down) An around-the-body kick 45 degrees from horizontal (when tilted upward). Can also be angled closer to horizontal (with forward held) or a quick, short ranged low leg sweep (when tilted down). Very low knockback.
Up tilt 5% then 6% Does a handstand split while spinning in place, legs moving up vertically. Pretty good knockback at higher percentages, and at low percentages it sets up combos well. Replaces her down smash as a semi-effective means of hitting opponents on both sides.
Down tilt 6% A prone leg-sweep. Knocks upwards from afar, knocks diagonally at close range. Can combo into other moves well at low percentages.
Dash attack 9% (clean) 7% (late) Does a sliding kick forward with her leg extended. Can easily be followed with tilts at low to mid percentages.
Forward smash 14% (sweetspot) 13% (sourspot) Lashes forward with the whip. Good disjointed range, but poor knockback for a forward smash, along with some startup lag and high ending lag, being very punishable (especially to shield grabs). However, when sweetspotted and fully charged, it can KO at 121%. Hits slightly behind her as well.
Up smash 16% Spins in place, extending the Plasma Whip up above her head in a swirl. Hits multiple times, has long vertical disjointed range and decent horizontal range, and fast startup. Only the tip of the plasma whip does knockback (which is very low). It's possible to SDI out of it before the last hit connect.
Down smash 11% Aims down and shoots paralyzer gun at the ground in front of her, creating a lightning effect. Only hits in front. Low damage and delayed knockback, but stuns the target in place for a short time. Unique attack that can be followed up by a side smash, a grab or another move. Double down smash followed by up smash is an effective combo and can easily rack up damage. Also moves her forward a little.
Neutral aerial 10% Spins the Plasma Whip around herself. Fairly long range, but with below average knockback.
Forward aerial 5% then 10% Two forward kicks, with the second being stronger and slightly faster than the first. The second kick is stronger than the first. Second kick can be landed without first kick, but it requires correct timing.
Back aerial 13% (foot) 10% (body) Backward kick, similar in appearance to Samus's back aerial, but is faster and has a larger hitbox. Has high knockback.
Up aerial 10% (sweetspot) 7% (sourspot) Flip kicks both legs above her head. KO potential on lighter characters at around 100% if they are near the upper blast line. Hits slightly behind her too with low knockback and if hit late with the back of her feet, it will send the enemy at a more downward angle.
Down aerial 12% Samus does one quick kick downward, when it connect the enemy is knocked downward and Samus kicks herself off of the enemy and is sent slightly upward. When used on an enemy on the ground, the enemy will bounce off the ground allowing follow-ups or even another down aerial at low percentages.
Grab 0% Grabs the enemy with her plasmas whip. Long range but has high ending lag if it misses.
Pummel 3% Knees her victim. A fairly fast pummel.
Forward throw 2% then 7% (9% total) Hits opponent forward with gun. Can chaingrab most characters at lower percentages.
Back throw 6% Kicks opponent behind herself. Extremely low knockback, rarely used due to there usually being better options available.
Up throw 8% Flips into the air and kicks the opponent upward. This is her most powerful throw knockback wise, being the only one capable of guaranteed a KO in Sudden Death. However, it has somewhat high ending lag, with a down throw being the preferred way to get opponents into the air for combos.
Down throw 7% Slams opponent on ground and then axe kicks them. Ideal for combos, knocking opponents in a great position to followup with an up aerial or, depending on the opponent's DI, a forward or back aerial.
Floor attack (front) 6% Flips her legs around near the ground in a spin and gets up.
Floor attack (back) 6% Flips her legs around upward in a spin and gets up.
Floor attack (trip) 5% Flips her legs around on the ground in a spin and gets up.
Edge attack (fast) 8% Gets up while doing a kick forward.
Edge attack (slow) 10% Gets up slowly and punches forward.
Neutral special Paralyzer 4-6% A shot is fired out of Zero Suit Samus's blaster, which deals a small amount of damage and paralyzes the target. It can be charged to increase the damage and the time an opponent is stunned.
Side special Plasma Whip 3% (trapping) 9% (tip) Samus shoots the Plasma Whip forward a long distance, with small knockback and damage throughout its length, and will also stun the target for a second. If the opponent is hit at close range they will be sent slightly upward, and when hit at the tip it delivers more knockback and sends the enemy behind her. In the air, it can be used as a tether recovery. It differs from her other tether move, the Plasma Wire, in that it has longer horizontal range, but almost no vertical range, giving Zero Suit Samus several options for tethering, depending on whether she is level with or below the ledge. The Plasma Wire can also grapple ledges that are below Zero Suit Samus's level, which can be useful for varying up her recovery.
Up special Plasma Wire 9% (ground) 7% (air) Zero Suit Samus fires her whip upwards, pulling anyone above her downwards. If used on someone who is on the ground next to Zero Suit Samus, it will knock them up, hitting multiple times, until they hit the end, at which point it will pull them back down. If used on an airborne opponent while off the stage, it will pull them down and they will keep going, effectively spiking them, though the tip of the Plasma Wire must connect with the opponent to cause this effect. The player can chain this move multiple times to accumulate damage, and teching out of it can be difficult. The Plasma Wire can tether recover to any ledge above Zero Suit Samus, automatically grappling it. If the ledge is at or below the horizontal, however, it will not grapple to it. If the player is offstage but has not used their second jump, using this move will make them move upwards slightly.
Down special Flip Jump 2% Zero Suit Samus does a small flip jump, if the attack button is pressed after the jump she will attack by extend her foot and plunge downward in a fast-fall, however this move can lead to a SD if used offstage. If the move is used again on an opponent in the air, she will do a flip jump forward and the enemy will be sent downward.
Final Smash Power Suit Samus 43% Zero Suit Samus radiates energy, dragging in items and enemies towards her while damaging anyone close enough, then somehow regains her Power Suit. If enemies are caught, they are given damage each in the spin and right when she regains her suit. The attack hits with high knockback but is hard to hit correctly due to its incredibly short range.

In competitive play

Notable players

Palette swaps

Zero Suit Samus's palette swaps remain unchanged from Brawl.

Zero Suit Samus's palette swaps in PM

External links